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  • Unofficial Sprite Kit Runtime Crash Error

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Hello All,

I am receiving this weird error with the unofficial sprite kit runtime "Error: Region not found: arm_left". I am assuming that arm_left is the first region that it tries to load because when I delete arm_left I get the error "Error: Region not found: arm_right".  I know that I have the runtime implemented correctly because I have gotten other people's animations to work.  I have the 3 files necessary for my animation to work (the JSON,atlas, and png files). If anyone else has had issues and figured this problem out, please let me know what you did  :)  

Thanks

P.S. I know there are things the unofficial runtime doesn't support, but I don't know the specific list. If anyone has that as well then that would be appreciated.

Is this spineboy or a newly exported json?

And did you rename any slots by any chance?

Make sure it is in the JSON and your atlas. Sounds like it can't find the region in the atlas.

It is a custom made from scratch animation (Spine boy worked with my program, mine doesn't). We also got a less complicated animation to work (two images rotating around) and we did the exact same steps exporting it. I am not sure about the slots question, I'll ask the animator.

If you can post your .json file and .atlas file. (no need for the png/parts), we could try to rule out the slots being the problem.

That sounds great actually, it only allows me to add one file per reply

[Edit: File Removed Question Answered]

It says .atlas is not allowed to be uploaded on the forum so i changed the file name to .txt

[Edit: File Removed Question Answered]

One more piece of information I forgot to mention, we are using spine's texture packer

Yep. Confirmed. The slots were renamed, and I assume that's why the attachments were renamed.

The paths point to the correct region attachments but the runtime doesn't support reading paths yet so it thinks the name is the region attachment.

Now how to fix this...

For now, ask your animator to try to export with the parts named correctly and avoid renaming slots (or make sure to uncheck the "Rename Attachment" checkbox whenever your animator renames slots).

To fix this in the shorter term, your animator needs to make sure all the attachments are renamed to the filename of the individual images (monkey-04, monkey-05, etc...). This is a bit of a pain, but the only other option might be to wait for the runtimes to support the path field.

We could fix the json manually but that'll just break again when your animator re-exports the json.

Ohh, but I suppose your animator could rename the image files to how the slots were renamed in the editor. It'll be a bit messy but I guess it would work with some extra reattaching that needs doing in the editor.

That's great!

I guess that means the Sprite Kit Runtime is working fine too?

Yes, it is running very smooth. I am impressed